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* removed OWML version check
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amazingalek committed Dec 27, 2019
1 parent 6eb876f commit ab0653f
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Showing 7 changed files with 7 additions and 23 deletions.
1 change: 0 additions & 1 deletion OWML.Common/IModManifest.cs
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Expand Up @@ -6,7 +6,6 @@ public interface IModManifest
string Author { get; }
string Name { get; }
string Version { get; }
string OWMLVersion { get; }
string AssemblyPath { get; }
string UniqueName { get; }
string FolderPath { get; set; }
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5 changes: 1 addition & 4 deletions OWML.Launcher/App.cs
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Expand Up @@ -12,8 +12,6 @@ namespace OWML.Launcher
{
public class App
{
private const string OWMLVersion = "0.2.3";

private readonly string[] _filesToCopy = { "UnityEngine.CoreModule.dll", "Assembly-CSharp.dll" };

public void Run()
Expand Down Expand Up @@ -87,8 +85,7 @@ private void ShowModList(IModFinder modFinder)
foreach (var manifest in manifests)
{
var stateText = manifest.Enabled ? "" : "(disabled)";
var versionCheckText = manifest.OWMLVersion == OWMLVersion ? "" : $"(mod is for OWML {manifest.OWMLVersion} but you are running OWML {OWMLVersion})";
Console.WriteLine($"* {manifest.UniqueName} ({manifest.Version}) {stateText} {versionCheckText}");
Console.WriteLine($"* {manifest.UniqueName} ({manifest.Version}) {stateText}");
}
}

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3 changes: 0 additions & 3 deletions OWML.ModHelper/ModManifest.cs
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Expand Up @@ -20,9 +20,6 @@ public class ModManifest : IModManifest
[JsonProperty("version")]
public string Version { get; private set; }

[JsonProperty("owmlVersion")]
public string OWMLVersion { get; private set; }

[JsonProperty("enabled")]
public bool Enabled { get; private set; }

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1 change: 0 additions & 1 deletion OWML.SampleMods/OWML.EnableDebugMode/manifest.json
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Expand Up @@ -4,6 +4,5 @@
"name": "EnableDebugMode",
"uniqueName": "Alek.EnableDebugMode",
"version": "0.2",
"owmlVersion": "0.2.3",
"enabled": false
}
1 change: 0 additions & 1 deletion OWML.SampleMods/OWML.LoadCustomAssets/manifest.json
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Expand Up @@ -4,6 +4,5 @@
"name": "LoadCustomAssets",
"uniqueName": "Alek.LoadCustomAssets",
"version": "0.2",
"owmlVersion": "0.2.3",
"enabled": false
}
1 change: 0 additions & 1 deletion OWML.SampleMods/OWML.TestMod/manifest.json
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Expand Up @@ -4,6 +4,5 @@
"name": "TestMod",
"uniqueName": "Alek.TestMod",
"version": "0.1",
"owmlVersion": "0.2.3",
"enabled": false
}
18 changes: 6 additions & 12 deletions Readme.md
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Expand Up @@ -35,16 +35,12 @@ Refer to the sample mods for examples.

### Get started

Make a new project targeting .Net Framework 3.5. Reference the following files:
* OWML:
* OWML.Common.dll
* OWML.ModHelper.dll
* OWML.ModHelper.Events.dll
* OWML.ModHelper.Assets.dll
* {gamePath}\OuterWilds_Data\Managed:
* Assembly-CSharp.dll
* UnityEngine.CoreModule.dll
* More Unity DLLs if needed
1. Create a class library project targeting .Net Framework 3.5.
2. Install the [OWML Nuget package](https://www.nuget.org/packages/OWML/).
3. Reference the following files in {gamePath}\OuterWilds_Data\Managed:
* Assembly-CSharp.dll
* UnityEngine.CoreModule.dll
* More Unity DLLs if needed

Inherit from ModBehaviour. You can have any number of classes/projects you want, but only one ModBehaviour per mod.

Expand Down Expand Up @@ -196,7 +192,6 @@ Add a manifest file called manifest.json. Example:
"name": "EnableDebugMode",
"uniqueName": "Alek.EnableDebugMode",
"version": "0.1",
"owmlVersion": "0.2.3",
"enabled": true
}
~~~~
Expand All @@ -219,7 +214,6 @@ Each mod is defined in a manifest.json file:
|name|The name of the mod.|
|uniqueName|Usually {author}.{uniqueName}.|
|version|The version number.|
|owmlVersion|The version of OWML the mod was made for.|
|enabled|Whether or not the mod will be loaded.|

## Compatibility
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